Expanded Theif Stronghold final
#1
Posted 01 November 2009 - 09:56 AM
Murloc-translator
Coordinator of the Russian BWP Translation Team - Arcanecoast.ru
Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon
#2
Posted 08 November 2009 - 02:07 AM
2.19 - Added Russian translation by Aerie.ru + prowler - Updated to WeiDU v211Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#4
Posted 19 March 2010 - 10:33 PM
So, BG2 Fixpack has done its work with the v9.01:Ah, you found the problem agris. Expanded Thief Stronghold makes docsol02 deactivate himself when you are supposed to fight the guards. Consequently he's not there if you enter the baracks at that time, but since docsol03 is still there, he'll fire off his dialogue endlessly.
Assuming my opinion counts, I agree with devSin that this guard restoration thing should be retired from the Fixpack. This will still be a clash between UB and Expanded Thief Stronghold, though.
We have the problem between Expanded Thief Stronghold and BG2UB, now. Was there a follow up of the problem? If not, have we enough information of agris to fix this compatibility issue?Version 9 - March 14, 2010
◦Deprecated the restoration of the Guard Captain to the Barracks in the Docks District
Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#5
Posted 20 March 2010 - 03:07 AM
EXTEND_TOP docsol03.bcs "gbthfkp/scripts/tsdkgdgo.baf"
That way docsol03 should deactivate himself under the same conditions as docsol02, if he's present. I don't recall if I tested it back when, but it should be straightforward to do so regardless.
#6
Posted 20 March 2010 - 07:25 AM
We have the problem between Expanded Thief Stronghold and BG2UB, now. Was there a follow up of the problem? If not, have we enough information of agris to fix this compatibility issue?
You might also want to revise the UB fix in this manner since the BG2 Fixpack no longer restores the relevant creature.
#7
Posted 20 March 2010 - 08:39 AM
EXTEND_TOP docsol03.bcs "gbthfkp/scripts/tsdkgdgo.baf"
ACTION_IF FILE_EXISTS ~override/docsol03.bcs~ THEN BEGIN EXTEND_TOP docsol03.bcs ~gbthfkp/scripts/tsdkgdgo.baf~ ENDI was afraid there would be errors if it didn't find docsol03.bcs (for installs without UB )
Could someone please check if the attached setup-ub.tp2 is correctly modified?? (I didn't understand what the fix was for, so I just followed instructions )You might also want to revise the UB fix in this manner since the BG2 Fixpack no longer restores the relevant creature.
Attached Files
Edited by Lollorian, 20 March 2010 - 09:16 AM.
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
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#8
Posted 20 March 2010 - 09:05 AM
docsol03.bcs is a vanilla resource and is not added by UB.There's some similar code, so would this block at the end do??EXTEND_TOP docsol03.bcs "gbthfkp/scripts/tsdkgdgo.baf"ACTION_IF FILE_EXISTS ~override/docsol03.bcs~ THEN BEGIN EXTEND_TOP docsol03.bcs ~gbthfkp/scripts/tsdkgdgo.baf~ ENDI was afraid there would be errors if it didn't find docsol03.bcs (for installs without UB )
(Also, using FILE_EXISTS like that doesn't work as you would want it to. You want e.g. FILE_EXISTS_IN_GAME docsol03.bcs instead.)
Edited by Wisp, 20 March 2010 - 09:09 AM.
#9
Posted 20 March 2010 - 09:15 AM
About the ACTION_IF FILE_EXISTS, there are some other lines in the same .tp2 that look like that
ACTION_IF FILE_EXISTS ~override/AR1005.bcs~ THEN BEGIN EXTEND_TOP ~AR1005.bcs~ ~GBThfKp/Scripts/AR1005.baf~ END ELSE BEGIN COMPILE ~GBThfKp/Scripts/AR1005.baf~ END /* Guard House Assault */ ACTION_IF FILE_EXISTS ~override/AR0332.bcs~ THEN BEGIN // pseudo game file (*) EXTEND_TOP ~AR0332.bcs~ ~GBThfKp/Scripts/AR0332.baf~ END ELSE BEGIN COMPILE ~GBThfKp/Scripts/AR0332.baf~ END ACTION_IF FILE_EXISTS ~override/AR0333.bcs~ THEN BEGIN // pseudo game file (*) EXTEND_TOP ~AR0333.bcs~ ~GBThfKp/Scripts/AR0333.baf~ END ELSE BEGIN COMPILE ~GBThfKp/Scripts/AR0333.baf~ END... but I understand that the concerned .bcs might be in one of the bifs
Attached Files
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#10
Posted 31 March 2010 - 04:54 PM
Greetings Leomar2.20: (01 April 10 by Leomar)
- Wisp?s Unfinished Business compatibility fix
- Updated to WeiDU v215
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World